+6/+7 CMB (+3 BAB, +3 Str) (+1 Trait on Overrun)
+6 Club [+3 BAB, +3 Str - Damage: 1d6+3 (+3 Str)]
Max hp: 42 (+8+7+5+7+5, +10 Con, +0 FC)
+6 Fort (+4 base, +2 Con) [+4 vs water, see below]
0th Level - 4
1st Level - 4+1
2nd Level - 3+1
3rd Level - 2+1
+2 Acrobatics (Dex +2, Ranks 0)
-1 Appraise (Int -1, Ranks 0)
-1 Bluff (Cha -1, Ranks 0)
+7 Climb (Str +3, Ranks 1, Class Skill +3)
+* Craft() (Int -1, Ranks 0, Class Skill +3)
-1 Diplomacy (Cha -1, Ranks 0)
+* Disable Device (Dex +2, Ranks 0)
+3 Disguise (Cha -1, Ranks 1, Class(race) Skill +3)
+2 Escape Artist (Dex +2, Ranks 0)
+* Fly (Dex +2, Ranks 0, Class Skill +3)
+3 Handle Animal (Cha -1, Ranks 1, Class Skill +3)
+9 Heal (Wis +4, Ranks 2, Class Skill +3)
-1 Intimidate (Cha -1, Ranks 0, Class(race) Skill +3)
+* Knowledge, Arcana (Int -1, Ranks 0)
+* Knowledge, Dungeoneering (Int -1, Ranks 0)
+* Knowledge, Engineering (Int -1, Ranks 0)
+4/+6 Knowledge, Geography (Int -1, Ranks 1, Class Skill +3) (+2 (.5/level) if aquatic environment)
+* Knowledge, History (Int -1, Ranks 0)
+* Knowledge, Local (Int -1, Ranks 0)
+5 Knowledge, Nature (Int -1, Ranks 1, Class Skill +3)(+2 Druid Bonus)
+* Knowledge, Nobility (Int -1, Ranks 0)
+* Knowledge, Planes (Int -1, Ranks 0)
+* Knowledge, Religion (Int -1, Ranks 0)
+* Linguistics (Int -1, Ranks 0)
+11 (+2+2+3) Perception (Wis +4, Ranks 4, Class Skill +3)(+3 Familiar if Water Terrain)(+2 Alertness if near familiar) (+2 (.5/level) if aquatic environment)
+10 Profession(sailor) (Wis +4, Ranks 3, Class Skill +3)
+2 Ride (Dex +2, Ranks 0, Class Skill +3)
+11/+13 Sense Motive (Wis +4, Ranks 3, Trait +1, Class(trait) Skill +3)(+2 Alertness if near familiar)
+* Slight of Hand (Dex +2, Ranks 0)
+* Spellcraft (Int -1, Ranks 0, Class Skill +3)
+2/+4 Stealth (Dex +2, Ranks 0) (+2 (.5/level) if aquatic environment)
+11/+13 Survival (Wis +4, Ranks 2, Class Skill +3)(+2 Druid Bonus) (+2 (.5/level) if aquatic environment)
+15/+17 Swim (Str +3, Ranks 1, Class Skill +3, Swim Speed +8) (+2 (.5/level) if aquatic environment)
+* Use Magic Device (Cha -1, Ranks 0)
• Suspicious - Sense Motive +1, is a class skill
• Big Boned - +1 CMD vs. trip, +1 CMB on Overrun
Spell Focus(conjuration) - Level 1
Augment Summoning - Level 3
Power Attack - Level 5
Ability Adjustments: +2 Strength, +2 Wisdom, –2 Charisma.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Intimidate and Disguise checks.
Spell-Like Abilities: alter self 1/day (caster level equals the tiefling's class level.)
Resistance(s): cold, electricity, and fire resistance 5.
Fiendish Sorcery:[/b] Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
[b]Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Favored Class: Druid
Domain - Eagle Domain
Your spirit soars with the mightiest and noblest of all winged creatures.
Familiar: You gain a hawk(albatross by DM approval) familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex):
See Eagle Domain Above
Nature Sense (Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex):
An aquatic druid’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
Aquatic Adaptation (Ex):
At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments.
Natural Swimmer (Ex):
At 3rd level, an aquatic druid gains a swim speed equal to half her land speed.
Resist Ocean’s Fury (Ex)
At 4th level, an aquatic druid gains a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.
[b]Wild Shape (Su):
An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2.
At 9th level, an aquatic druid gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements.
Deep Diver (Ex):
At 13th level, an aquatic druid gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water.
Timeless Body (Ex):
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Familiar - Shadow:
Shadow - Albatross
Stats as a Hawk with 10' Swim Speed
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Arms, Armor, and Clothing
Amulet of Natural Armor +1
Potion of CMW (CL3)
(41) 42 lbs
(26) 23 lbs
Current Weight: 42 + 11(Backpack) + 12(waterskins) lbs = 65 lbs.
Light Load: x < 76 lbs.
You see a short thin woman before you, so thin that it almost appears that she would blow away with the slightest of winds. With pale bluish-green skin it is readily apparent that her heritage is not of this plane. Even more unusual you see that between her fingers appear to be thin membranes, almost like webbing, and on her neck are what appear to be gills. But, what stands out most is that on her forehead is what appears to be a third eye. When you take a second look, you realize that it is not an eye, but just a birthmark or scar of some sort that appears like an eye.
After getting over her slightly unusual appearance, you notice that her armor is not made of leather or metal as most, but is instead made of small wooden slats carefully sewn together. At her side is an old scimitar while over her shoulder is slung a wooden shield. This rather odd ensamble is completed with a dark green cloak which would likely make her nearly invisible in the jungle, but not in a tavern.
Unknown background. Obisyth was born to the youngest daughter of a low ranking member of the House of Thrune. Unknown at the time, her father was a rare Water Yai Oni. A vile creature who lives only to inflict pain and suffering on others. In this case by assuming the form of a beautiful male suitor and seducing the young girl. Then, once he had gained her trust, he tortured and raped the young girl. And to gain the greatest satisfaction from his deeds, the Oni killed a servant and assumed his form to watch the girl suffer as her family disowned her and sent her child to far off Sargava as a slave.
However, one thing that Obisyth excelled at was feats of strength. Even when she was young, she was unnaturally strong for her age. Despite having a frail, almost emaciated frame, by the age of ten, she was able to defend herself and when necessary beat multiple girls four to five years her age. In one case she was accosted by five girls several years older than her. When all was said and done, the teenagers required substantial magic to heal the damage done. Soon thereafter, it became apparent that her value as a pleasure slave was minimal at best. Thus, Obisyth was sold to work on a farm in the far south of Sargava close to the Mwangi border and on the coast. Although still a slave, Obisyth found that this work to be much more enjoyable. She liked working with the plants and animals. She felt almost a connection with the plants which grew from the seeds she sowed and the young animals she helped to rear. In addition she was frequently assigned to work on one of the estates fishing boats where she learned to man the sails and sail the boar while her unnatural strength allowed her to pull the nets with the men. However, always within her was a deep desire to be free, to throw off the yoke of slavery and experience the world. While working in the fields, she could see the sea to the west. Whenever she was on the fishing boats, she always wondered who was on the ships that sailed north and south. Some with strange and multi-colored sails.
As she grew older and wiser, she finally formulated a plan to escape. Although she was still a fairly small, almost tiny, girl, barely five feet in height, she was stronger than most men. Thus, she decided that when she turned eighteen, she would flee and be free. The guards were not that vigilant, especially if one were to head toward the coast as little existed there except the violent sea and death. Nonetheless, Obisyth chose this route. She would be free, she would experience the world, she would swim in the ocean and someday see where all those ships came from and went to. She knew that many of her childhood mates had been shackled and taken to those ships to be sent elsewhere, but where that elsewhere was, she never knew.
Shortly after her eighteenth birthday, Obisyth fled. She knew the basics of fishing from her time on the estate. And she had been in small fishing boats so she knew the basics of sailing. But doing these things as a slave job, and having to get your own food are two different matters. Over the next month, Obisyth scrounged for food on the coast eating crabs and seaweed to sustain her. But she could tell that her strength was waining. So she carefully made her way south soon reaching the town of Port Freedom. While she had never been to a place as large and magnificent as Port Freedom, she knew that the name was a misnomer. She knew that agents of the estate came here to trade, slaves and goods. Thus, she spent her time hiding in lofts and ruins, of which there were many. With her superior night vision, she would come out at night and steal food. While hiding and scrounging such, she discovered that she had a rather strange ability. She could change her appearance for a short period of time. At first she would simply alter her skin and hair color to that of a Mwangi or a Cheliaxian. But over a period of time, she found that she could make herself appear as almost anyone. Thus, she began wait for someone who appeared to have power to leave a building, she would then knock the person out with her strength, steal their clothes, change her appearance to match their, then return into the home or business from whence they had just left and gather food or money.
While Obisyth might not have chosen being a thief as her preferred occupation once free, she knew that she had little other choices. Eventually she came to realize that there were those who cared little for others and would have sold her, or their own children if the price was right, back into slavery. Focusing on those she believed would do wrong to her or others she viewed as less fortunate, she managed to acquire some coins and purchase simple gear, wooden armor and an old scimitar. However, all good things must come to an end. One day, she knocked out an old slaver, but as she was leaving his home, the guard arrived. She immediately fled as their arrows chased her. Not knowing where else to go, she fled south out of the city following the river south and east. Now, she was once again on her own. She managed to steal food from a few farms as she proceeded, but she knew that she could not sustain herself so. Thus, it was with great luck that approximately a week after fleeing Port Freedom, she became entrapped in a snare set by a hunter. But, before the hunter arrived an old man appeared. She did not know where he came from as she never saw or heard him arrive. All that she knew was that one moment she was hanging upside down from a tree, and then next the old man had released her and was asking who she was and whether she was okay. She nodded and asked who he was. He responded that he was an old man and that was all she needed to know. He invited her to his home for dinner which was a rich stew of native vegetables. After talking for a period she discovered that he called himself a druid and that he sought to protect the wilderness from evil, both manmade and natural.
Having no other place to go and having found one of the first people in her life who did not view her as an abomination and evil, Obisyth asked whether she could stay with him and learn his ways. She explained that one of the few things she enjoyed in her life was working with the animals and plants on the estate. He agreed and over the next few years she learned how to work with nature, how to call to and befriend the animals. During this time, she even gained an great seabird as a friend, a mighty albatross which she found injured and lying on the ground near the river one day. She picked up the Albatross, carried it back to her home and nurtured it back to health. This she thought was a life she could love.
Sadly, it was not to be. When she returned home one day from gathering plantain, she found the old druid skewered through with a spear and on it was a note which read - “The House of Thrune never forgets those who defy it and will track those guilty to the end of the world.” Stunned and shocked, Obisyth simply sat there staring at the dead body of the one person in her whole life who had been kind to her. After spending several days despairing over what she should do, she finally decided that the old druid would prefer to be returned to the nature he so loved. Thus, with great remorse, Obisyth dug a grave and carefully buried the old man. After placing several stones upon the grave in the sign of the Green Faith he followed, Obisyth stood up and swore to avenge his death. She did not know how, or when, but that she would dedicate her life to inflicting as much pain on this House of Thrune as she could.
Thus, was it several weeks later that Obisyth snuck aboard a ship heading north from Port Freedom. After several stops along the way, Obisyth found herself in the pirate haven of Port Peril. She quickly learned that those in the city were not to be trusted. Unfortunately merchant ships were not common in Port Peril, at least not when controlled by merchants. During this time, Obisyth came to a realization. While she did not approve of the evil ways and methods of many of the pirates, their willingness to attack Cheliaxian ships was something that she could believe in. By joining with the pirates she could exact her revenge on Cheliax and the House of Thrune, one ship at a time.
So was it that Obisyth found herself sitting in the Formidably Maid hoping to find someone looking to take on new deckhands. Little did she know just how soon she would experience life as a pirate.